Augurs go by many names. Some call her the medium, the wise woman, or the witch. Other augurs may be the oracle, the visionary, or even the grand vizier. In any case, an augur is capable of glimpsing the future, and generally
uses this power in the name of the community, typically in an advisory role. Dedicated augurs may even awaken a
broader array of powers through dangerous meditations in dreamlike trances — trances which drain the augur’s very
soul. A powerful augur may appear far older than may actually be the case.
The augur is not intended for use as a player class, instead representing inborn potential and visionary ability
that would be both common and useful amongst the NPC population.
GAME RULE INFORMATION
Hit Die: d4
The augur’s class skills are Appraise, Autohypnosis, Concentration, Craft, Diplomacy, Forgery, Gather Information, Heal, Intimidate, Knowledge (any), Profession, Psicraft, Sense Motive, Use Psionic Device. Skill Points at Each Level: 4 + Int modiﬁer. Skill Points at 1st Level: (4 + Int modifier) x4.
All the following are class features of the augur.
Power Points/Day: An augur’s ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on Table 5-1: The Augur. In addition, she receives bonus power points per day if she has a high Wisdom score (see Table: Ability Modiﬁers and Bonus Power Points). Her race may also provide bonus power points per day, as may certain feats and items.
Powers Known: An augur begins play knowing no psionic powers, although she may learn them with experience.
Augurs learn powers differently from other classes – they gain potential, but no actual ability to manifest without additional effort. An augur has a maximum number of powers that she can learn, but in order to actually learn any powers, she must research them by expending part of her soul in the form of XP (see Independent Research in the Expanded Psionics Handbook). After she has learned a power, an augur can manifest it or any other power she knows that has a power point cost equal to or lower than her manifester level. The total number of powers an augur can manifest in a day is limited only by her daily power points.
An augur simply knows her powers; they are ingrained in her soul. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night’s sleep each day to regain all her spent power points.
The Difﬁculty Class for saving throws against augur powers is 10 + the power’s level + the augur’s Wisdom modiﬁer. An augur’s power list (for the purposes of activating psionic items) is her powers known.
Maximum Power Level Known: An augur begins play with the ability to learn 1st-level powers (although she does not begin knowing any, she may still learn them later through independent research). As she attains higher levels, she may gain the ability to master more complex powers. To learn or manifest a power, an augur must have a Wisdom score of at least 10 + the power’s level.
Augury (Su): An augur’s role in the community is deﬁned by her ability to glimpse the future. By meditating for 5 minutes, she gains the beneﬁts of an augury spell (in Chapter 11: Spells in the Player’s Handbook). No focus or material components are required, although the base chance of the effect succeeding is only 50% +2% per class level. An augur may attempt an augury more than once per day, although each additional attempt costs the same amount of power points as the last attempt +1 additional power point.
Granted Knowledge: An augur gains the Expanded Knowledge feat as a bonus feat at level 4 and every four levels after that (levels 8, 12, 16, and 20). However, an augur’s choice is limited to powers on the psion/wilder list for these bonus feats. She may still select from other lists if she selects Expanded Knowledge normally.